Map won't compile nothing in log or alt+p with vmf
Aug 25, 2010 19:06:14 GMT
Post by therealguymins on Aug 25, 2010 19:06:14 GMT
I'm making my house right now, meant to look like it was still being made, and its a fun zombie map. You also start with no weapons, no you have to find one before you run into the middle of a room and die.
The map won't turn on, and this is the only error I can see, with the generic hl2.exe stopped working box.
EDIT: That error up there was from a prop_static with no model. It still doesn't work. Updated log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vbsp.exe" -novirtualmesh
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2" "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2\materials
Loading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 96 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (283554 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1086 texinfos to 748
Reduced 102 texdatas to 84 (3677 bytes to 3077)
Writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2" "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.prt
1167 portalclusters
3766 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (191)
Optimized: 4670 visible clusters (0.00%)
Total clusters visible: 236475
Average clusters visible: 202
Building PAS...
Average clusters audible: 951
visdatasize:265308 compressed from 354768
writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
3 minutes, 11 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2" "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
Setting up ray-trace acceleration structure... Done (0.72 seconds)
4451 faces
4 degenerate faces
1036178 square feet [149209680.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4447 patches before subdivision
37579 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 1981371, max 454
transfer lists: 15.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(4529, 4327, 3946)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1529, 1396, 1154)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(518, 451, 337)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(167, 141, 96)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(55, 45, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(18, 14, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(6, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0152 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 752/8192 9024/98304 ( 9.2%)
brushsides 5218/65536 41744/524288 ( 8.0%)
planes 3832/65536 76640/1310720 ( 5.8%)
vertexes 6987/65536 83844/786432 (10.7%)
nodes 2943/65536 94176/2097152 ( 4.5%)
texinfos 748/12288 53856/884736 ( 6.1%)
texdata 84/2048 2688/65536 ( 4.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4451/65536 249256/3670016 ( 6.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2605/65536 145880/3670016 ( 4.0%)
leaves 3004/65536 96128/2097152 ( 4.6%)
leaffaces 5096/65536 10192/131072 ( 7.8%)
leafbrushes 1728/65536 3456/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 31883/512000 127532/2048000 ( 6.2%)
edges 17846/256000 71384/1024000 ( 7.0%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 363/32768 3630/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6090/65536 12180/131072 ( 9.3%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1436040/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 265308/16777216 ( 1.6%)
entdata [variable] 68598/393216 (17.4%)
LDR ambient table 3004/65536 12016/262144 ( 4.6%)
HDR ambient table 3004/65536 12016/262144 ( 4.6%)
LDR leaf ambient 2211/65536 61908/1835008 ( 3.4%)
HDR leaf ambient 3004/65536 84112/1835008 ( 4.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/5014 ( 0.0%)
pakfile [variable] 1235721/0 ( 0.0%)
physics [variable] 283554/4194304 ( 6.8%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 12493
Writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp" "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2\maps\awesomehouse.bsp"
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2" +map "awesomehouse"
The map won't turn on, and this is the only error I can see, with the generic hl2.exe stopped working box.
EDIT: That error up there was from a prop_static with no model. It still doesn't work. Updated log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vbsp.exe" -novirtualmesh
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2" "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2\materials
Loading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 96 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (283554 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1086 texinfos to 748
Reduced 102 texdatas to 84 (3677 bytes to 3077)
Writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2" "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
reading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.prt
1167 portalclusters
3766 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (191)
Optimized: 4670 visible clusters (0.00%)
Total clusters visible: 236475
Average clusters visible: 202
Building PAS...
Average clusters audible: 951
visdatasize:265308 compressed from 354768
writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
3 minutes, 11 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2" "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
Setting up ray-trace acceleration structure... Done (0.72 seconds)
4451 faces
4 degenerate faces
1036178 square feet [149209680.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4447 patches before subdivision
37579 patches after subdivision
6 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 1981371, max 454
transfer lists: 15.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(4529, 4327, 3946)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1529, 1396, 1154)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(518, 451, 337)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(167, 141, 96)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(55, 45, 28)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(18, 14, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(6, 5, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0152 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 752/8192 9024/98304 ( 9.2%)
brushsides 5218/65536 41744/524288 ( 8.0%)
planes 3832/65536 76640/1310720 ( 5.8%)
vertexes 6987/65536 83844/786432 (10.7%)
nodes 2943/65536 94176/2097152 ( 4.5%)
texinfos 748/12288 53856/884736 ( 6.1%)
texdata 84/2048 2688/65536 ( 4.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4451/65536 249256/3670016 ( 6.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2605/65536 145880/3670016 ( 4.0%)
leaves 3004/65536 96128/2097152 ( 4.6%)
leaffaces 5096/65536 10192/131072 ( 7.8%)
leafbrushes 1728/65536 3456/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 31883/512000 127532/2048000 ( 6.2%)
edges 17846/256000 71384/1024000 ( 7.0%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 363/32768 3630/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6090/65536 12180/131072 ( 9.3%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1436040/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 265308/16777216 ( 1.6%)
entdata [variable] 68598/393216 (17.4%)
LDR ambient table 3004/65536 12016/262144 ( 4.6%)
HDR ambient table 3004/65536 12016/262144 ( 4.6%)
LDR leaf ambient 2211/65536 61908/1835008 ( 3.4%)
HDR leaf ambient 3004/65536 84112/1835008 ( 4.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/5014 ( 0.0%)
pakfile [variable] 1235721/0 ( 0.0%)
physics [variable] 283554/4194304 ( 6.8%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 12493
Writing c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp
14 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\sleepcat2\sourcesdk_content\hl2\mapsrc\awesomehouse.bsp" "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2\maps\awesomehouse.bsp"
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\sleepcat2\half-life 2\hl2" +map "awesomehouse"